/Engine/Plugins/Importers/USDImporter/Source/USDStage/Public/USDStageActor.h
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(MinimalAPI, Config=USDImporter) class AUsdStageActor : public [AActor](API\Runtime\Engine\GameFramework\AActor)
bool
bCollapseTopLevelPointInstancers
If true, will cause us to collapse any point instancer prim into a single static mesh and static mesh component.
bool
bIsModifyingAProperty
bool
bIsTransitioningIntoPIE
We use PostRegisterAllComponents and PostUnregisterAllComponents as main entry points to decide when to load/unload the USD stage.
bool
bIsUndoRedoing
UsdUtils::FBlen...
BlendShapesByPath
Keep track of blend shapes so that we can map 'inbetween shapes' to their separate morph targets when animating
bool
bMergeIdenticalMaterialSlots
If enabled, when multiple mesh prims are collapsed into a single static mesh, identical material slots are merged into one slot.
TSharedPtr<FUs...
InfoCache
Caches various information about prims that are expensive to query
EUsdInitialLoad...
InitialLoadSet
These properties are configs so that spawned actors read them from the CDO when spawned.
EUsdInterpolati...
InterpolationType
FThreadSafeCoun...
IsBlockedFromUsdNotices
UE::FUsdStage
IsolatedStage
Another stage that has as root layer one of the non-root local layers of UsdStage.
int32
KindsToCollapse
Whether to try to combine individual assets and components of the same type on a kind-per-kind basis, like multiple Mesh prims into a single Static Mesh
TObjectPtr<ULe...
LevelSequence
FUsdLevelSequen...
LevelSequenceHelper
FName
MaterialPurpose
Specifies which material purbose to use when parsing USD material bindings, in addition to the "allPurpose" fallback.
TMap<FString, ...
MaterialToPrimvarToUVIndex
When parsing materials, we keep track of which primvar we mapped to which UV channel.
int32
NaniteTriangleThreshold
Try enabling Nanite for static meshes that are generated with at least this many triangles
TMap<TObjectPt...
ObjectsToWatch
FFilePath
OldRootLayer
Helps us know whether a transaction changed our RootLayer or not.
FOnStageActorEv...
OnActorDestroyed
FOnStageActorEv...
OnPreStageChanged
FOnPrimChanged
OnPrimChanged
FDelegateHandle
OnRedoHandle
FDelegateHandle
OnSequencerCreatedHandle
FOnStageActorEv...
OnStageChanged
FOnStageActorEv...
OnStageLoaded
FOnStageActorEv...
OnStageUnloaded
FOnUsdStageTime...
OnTimeChanged
TSet<FString>
PrimsToAnimate
int32
PurposesToLoad
Only load prims with these specific purposes from the USD file
FName
RenderContext
Specifies which set of shaders to use when parsing USD materials, in addition to the universal render context.
FFilePath
RootLayer
EUsdRootMotionH...
RootMotionHandling
Describes what to add to the root bone animation within generated AnimSequences, if anything.
TObjectPtr<UUs...
RootUsdTwin
Note: This cannot be instanced: Read the comment in the constructor.
TObjectPtr< cla...
SceneComponent
float
Time
TimeCode to evaluate the USD stage at
TObjectPtr<UUs...
Transactor
TObjectPtr<UUs...
UsdAssetCache
FUsdListener
UsdListener
UE::FUsdStage
UsdStage
The main UsdStage that is currently opened.